Hi all
Seeing as though I have to re-work my original conversation with NPC methods (they relied on my custom type constructs that were fine in Quest 3, but obsoleted by Quest 4) I was wondering which of the two 'standard' approaches to the problem to use this time.
The choices are the 'ask (NPC) about (NPC/Object /Room)' style, where the player has freedom to ask his specific question something like:
Ask Fred about Sally or
Talk/Speak to Fred about Sally and receive a reply in the style of;
"She's the librarian, but a bit of a petrol head!"or (of course)
"Sorry, I don't know the woman at all."Obviously the player can also use
Tell Fred about Sally and (assuming the player knows about Sally) as a result have Fred (if asked about Sally again) reply
"She works in the library, but she's mad keen on sports cars!"This is the approach I've taken in the past (using multiple chains of replies to avoid too much repetition)
As a matter of interest, reading one of the library books could also be used to have Fred going from knowing nothing about sports cars to being able to describe the finer points of Sally's car in great detail.

The other approach (and one I've seen used quite a lot) is the conversation tree style. In this the player initiates a conversation, but only has limited choices (from a menu) he can make, something like
Speak to Fred After a polite exchange of pleasantries, Fred asks;
"So, what can I do for you"(player is presented with a choose menu)
1: Ask him about the Porsche outside.
2: Ask him about his favourite Pub.
3: Ask him about Sally.
4: Thank him for his time and end the conversation.Options 1-3 will provide a reply & lead to another set of choices - each of which will always offer an option to end the conversation.
Each of these approaches has good and bad points, so I'm really just out to canvass opinion on which is generally preferred.
Big Al (MaDbRiT)